If you go with the idea that they're actually nature spirits, maybe. At least dragonborn are entirely flesh and blood.
1e doesn't seem to have anything about them being spirits.
If you go with the idea that they're actually nature spirits, maybe. At least dragonborn are entirely flesh and blood.
And even if they are . . . Elves were/(and still are) a core race.
As of 2019? No. The half-orc fell from 5.0% to 4.7% while the goliath fell from 4.5% to 3.9% Both basically got diluted. I don't know any more recent data than that.I have a theory about that data. Volo's guide came out late 2016. Depending on when they were polling for that 2017 data, it is no wonder that Goliath beat Half-Orc, Goliath was brand new to the game in a major release. I wouldn't be shocked to see most of the Volo races getting a big uptick. Which would also include the Full Orc
Also, since it added thirteen new races, there might have been some volatility. Did half-orcs recover in recent years? My gut says most likely.
800 for the bard, 551 for the monk. The gnome and half-orc were both also extremely centralised (with the half orc being more than 50% fighters or barbarians) and as I've said repeatedly gnomes and halflings between them make a full slot.Finally, the data set I remember looking at earlier in this thread had a pretty standard pattern. If you weren't a human, half-elf, or elf, you performed terribly outside of the class associated with your ASI. I remember something like halflings having 1500 for rogue, but their next highest class was like 700 or less. Abysmally low. That should be changing now that Tasha's is making the rounds, and I am really curious what that does to these sort of rankings
I meant with their actual mythology.1e doesn't seem to have anything about them being spirits.
I think the 5E Oz route, with halflings being traders and merchants, is a good niche for them. None of the other main D&D races have that as their thing (outside of a certain group in Planescape) and it fits well with what's already established about halflings. It gives them a way to connect to other groups in D&D and also sets up scenarios where they would need adventurers, both inside and outside their community, to help protect them from bandits and raiders.You know what I've noticed? This thread has a two-part title, but a lot more emphasis in the posts has gone to the "My Problems with Halflings" side and not nearly enough on the "How to Create Engaging Interesting Fantasy Races" side. Anyone have any ideas on that score? Because I think feelings vis a vis halflings have been thoroughly covered.
The problem with this is: for what setting?You know what I've noticed? This thread has a two-part title, but a lot more emphasis in the posts has gone to the "My Problems with Halflings" side and not nearly enough on the "How to Create Engaging Interesting Fantasy Races" side. Anyone have any ideas on that score? Because I think feelings vis a vis halflings have been thoroughly covered.
Silk road HalflingsI think the 5E Oz route, with halflings being traders and merchants, is a good niche for them. None of the other main D&D races have that as their thing (outside of a certain group in Planescape) and it fits well with what's already established about halflings. It gvies them a way to connect to other groups in D&D and also sets up scenarios where they would need adventurers, both inside and outside their community, to help protect them from bandits and raiders.
This isn't major surgery -- literally just insert the word "merchant" into their description in a few places, and we're all set.
Harder is fixing their terrible PHB artwork ...
Yeah, I agree. I detailed a bit in the OP what I think are good tools to make engaging and interesting fantasy races here:You know what I've noticed? This thread has a two-part title, but a lot more emphasis in the posts has gone to the "My Problems with Halflings" side and not nearly enough on the "How to Create Engaging Interesting Fantasy Races" side. Anyone have any ideas on that score? Because I think feelings vis a vis halflings have been thoroughly covered.
I also listed some races that I feel do this fairly well (the two homebrew races of mine that I detailed in the OP, Warforged and Kalashtar, Thri-Kreen in Dark Sun, the Kryn Dynasty, etc). IMO, it's much more easy to point out races that don't do those things than it is to point out races that do and create races that do all those things. This is because of a few main reasons, but almost always boils down to what the world that they take place in is. Warforged wouldn't make much sense in Dragonlance or Dark Sun, but they do for Eberron. Does that make them a bad race (either objectively or subjectively)? No! Of course not! They're just not intended for that world.They have a clear niche and purpose, are given in-depth and sensical lore-based reasons to exist, and are strongly rooted in the identity of the world.